[MOD 0.16] Upgrade planner

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kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by kds71 »

I would really like it if it didn't pick up the items on the belts, that breaks the mod for me since i don't want all of the items on my belts in storage chests everywhere, even if it is a one-time thing. I would appreciate an option to not take the items from the belts.
Basically it works like a normal deconstruction planner, which causes bots to take items from belts. I'm affraid there is nothing I can do about that.
saneman
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by saneman »

Instead of taking the belt and items like the deconstruction planner, maybe you take only the belt, and leave the items (as if you have a full inventory and you took the belt yourself) and then place the next belt with all the items snapping back onto it. Just a suggestion if maybe this is possible to code, otherwise the mod is still just fine without it. Great mod!
kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by kds71 »

If you mark a belt for deconstruction, robots will take items from it before deconstructing it. Same thing with chests - if you mark a chest for deconstruction it will have to be emptied first.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by waduk »

Didn't work on new game in 0.12.4 :(
The GUI didn't show up at all, only yellow blueprint.
I tested it by using Test Mode, all mod disabled except Upgrade Planner.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by Djohaal »

I also am experiencing difficulties with the mod in 12.4. No GUI button and the deconstructors crash.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Post by Tristitan »

i am also have the same issue, the button is not showing up to change preferences
kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.5

Post by kds71 »

The problem with GUI button not appearing is fixed in v1.1.5, sorry about that.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.5

Post by Alexs »

thx for the 1.1.5 ..
Your mod is very useful and great fun.

Unfortunately, he did not work from time to time, and blocked the game.
But I think the problem is caused not only by their mod, but also of Treefarm_lite.

In its version 1.1.5 now the game crashes since the start.
The following message appears:
Error while running event handler:
Treefarm-Lite __control.lua:289
Error while running the event handler:
__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.

My versions:
- Factorio is up to date and 64-bit.
- upgrade-planner 1.1.5
- Treefarm-Lite 0.2.0
- Treefarm AC 0.2.1
- Alien Seed 0.4.0

Thank you for your many work.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.5

Post by Djohaal »

I am getting the following error:
Image
i'm using a heavily modded version though.
kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by kds71 »

__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
I couldn't reproduce this error, but I think I managed to fix it in v1.1.6. Sorry for inconvenience.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by Alexs »

I've tried the version 1.1.6. Until now, everything runs without error. Thanks for the quick correction. Your mod is great fun. :)
waduk
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by waduk »

Is it possible to add feature to replace building of different types, as long as their size is the same?
I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant.

It would be great if i just can replace that assembly machine 1 to beacon automatically using this mod.
kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by kds71 »

waduk wrote:Is it possible to add feature to replace building of different types, as long as their size is the same?
I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant.

It would be great if i just can replace that assembly machine 1 to beacon automatically using this mod.
It is very easy to do - there is a code that prevents an upgrade if items are not the same type, removing this code would allow to replace anything without restrictions. However, I'm not sure it is a good idea... if you want, you may change mod on your own. Just open control.lua file, find this code:

Code: Select all

            if get_type(stack.name) ~= get_type(related) then
                gui_display_message(frame, false, "upgrade-planner-item-not-same-type")
                return
            end
and remove it.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by ssilk »

I would like to move this to helper mods. any reasons against?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by kds71 »

ssilk wrote:I would like to move this to helper mods. any reasons against?
Sure thing, I wasn't sure where I should post it. How about my other mod, displaying range of turrets? I think it is similar in way it works.
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by waduk »

Thanks for the guidance, it works wonderfully.
http://i.imgur.com/zJW24nX.gifv
But as precaution, i will always save before i use this unintended usage :)
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provet
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by provet »

Just what I needed! :D Thx
Alexs
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by Alexs »

here as a small thank the German translation - if you want :)
Attachments
in_locale_de_names.cfg
(94 Bytes) Downloaded 275 times
in_script_locale_de.cfg
(1.27 KiB) Downloaded 339 times
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irbork
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by irbork »

Is "Upgrade Planner" button really necessary?
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button :lol:
kds71
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Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Post by kds71 »

irbork wrote:Is "Upgrade Planner" button really necessary?
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button :lol:
I don't think that accessing GUI with right clicking is possible with current state of modding API.
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